
ACTOR NTechLamp : TechLamp Replaces TechLamp 
{
	Radius 4
	Height 78
	Mass 9999
	ProjectilePassHeight -16
	+SOLID     +NOBLOOD
	+SHOOTABLE
	+USESPECIAL
	States
	{
	Spawn:
		TLMP ABCDCB 3
		Loop
	}
}

ACTOR NTechLamp2 : TechLamp2 Replaces TechLamp2 
{
	Radius 3
	Height 58
	Mass 9999
	ProjectilePassHeight -16
	+SOLID     +NOBLOOD
	+SHOOTABLE
	+USESPECIAL
	States
	{
	Spawn:
		TLP2 ABCDCB 3 
		Loop
	}
}

ACTOR NColumn : Column Replaces Column 
{
	Radius 4
	Height 47
	Mass 9999
	ProjectilePassHeight -16
	+SOLID     +NOBLOOD
	+SHOOTABLE
	+USESPECIAL
	States
	{
	Spawn:
		COLU A 1
		Loop
	}
}

ACTOR NTallGreenColumn : TallGreenColumn Replaces TallGreenColumn 
{
	Radius 10
	Height 52
	Mass 9999
	ProjectilePassHeight -16
	+SOLID     +NOBLOOD
	+SHOOTABLE
	+USESPECIAL
	States
	{
	Spawn:
		COL1 A -1
		Stop
	}
}

ACTOR NShortGreenColumn : ShortGreenColumn Replaces ShortGreenColumn 
{
	Radius 9
	Height 38
	Mass 9999
	ProjectilePassHeight -16
	+SOLID     +NOBLOOD
	+SHOOTABLE
	+USESPECIAL
	States
	{
	Spawn:
		COL2 A -1
		Stop
	}
}

ACTOR NTallRedColumn : TallRedColumn Replaces TallRedColumn 
{
	Radius 10
	Height 52
	Mass 9999
	ProjectilePassHeight -16
	+SOLID     +NOBLOOD
	+SHOOTABLE
	+USESPECIAL
	States
	{
	Spawn:
		COL3 A -1
		Stop
	}
}

ACTOR NShortRedColumn : ShortRedColumn Replaces ShortRedColumn 
{
	Radius 10
	Height 38
	Mass 9999
	ProjectilePassHeight -16
	+SOLID     +NOBLOOD
	+SHOOTABLE
	+USESPECIAL
	States
	{
	Spawn:
		COL4 A -1
		Stop
	}
}

ACTOR NSkullColumn : SkullColumn Replaces SkullColumn 
{
	PainChance 250
	Monster
	Health 99999
	Radius 10
	Height 37
	Mass 9999
	ProjectilePassHeight -16
	+SOLID     +NOBLOOD
	+SHOOTABLE
	+USESPECIAL
	+NOBLOOD
	States
	{
	Spawn:
		TNT1 A 0 A_SpawnItem("HeadShotBox10", 2, 27, 0)
		COL6 A 14
		loop
		
	Death:
	Pain.BoomHeadShot:
	COL4 A -1
	Stop
	}
}

ACTOR NHeartColumn : HeartColumn Replaces HeartColumn 
{
	PainChance 250
	Monster
	Health 99999
	Radius 10
	Height 37
	Mass 9999
	ProjectilePassHeight -16
	+SOLID     +NOBLOOD
	+SHOOTABLE
	+USESPECIAL
	+NOBLOOD
	States
	{
	Spawn:
		TNT1 A 0 A_SpawnItem("HeadShotBox10", 2, 27, 0)
		COL5 AB 7 
		TNT1 A 0 A_SpawnItem("HeadShotBox10", 2, 27, 0)
		COL5 AB 7
		TNT1 A 0 A_SpawnItem("HeadShotBox10", 2, 27, 0)
		COL5 BB 7
		TNT1 A 0 A_SpawnItem("HeadShotBox5", 2, 27, 0)
		COL5 B 7
		Loop
	
	Pain.BoomHeadShot:
	COL2 A -1
	Stop
	}
}

ACTOR NEvilEye : EvilEye Replaces EvilEye 
{
	Game Doom
	Radius 9
	Height 4
	ALPHA 0.7
	Mass 9999
	ProjectilePassHeight -16
	+SOLID     +NOBLOOD
	+SHOOTABLE
	+USESPECIAL
	States
	{
	Spawn:
		CEYE AAAAABBBABBAAAAACAACCC 6 BRIGHT
		Loop
	}
}

ACTOR NFloatingSkull : FloatingSkull Replaces FloatingSkull 
{
	Radius 9
	Height 50
	Mass 9999
	+SOLID    
	+NOBLOOD
	+SHOOTABLE
	+USESPECIAL
	States
	{
	Spawn:
		FSKU ABCB 5
		Loop
	}
}

ACTOR NTorchTree : TorchTree Replaces TorchTree 
{
	Radius 4
	Height 57
	Mass 9999
	ProjectilePassHeight -16
	+SOLID     +NOBLOOD
	+SHOOTABLE
	+USESPECIAL
	States
	{
	Spawn:
		TRE1 A -1
		Stop
	}
}

ACTOR nBlueTorch : BlueTorch Replaces BlueTorch 
{
	Radius 1
	Height 57
	Mass 9999
	ProjectilePassHeight -16
	+SOLID     +NOBLOOD
	+SHOOTABLE
	+USESPECIAL
	States
	{
	Spawn:
		TBLU AABBCCDD 2 A_SpawnItem("BlueLG", 0, 56, 0) 
		Loop
	}
}

ACTOR nGreenTorch : GreenTorch Replaces GreenTorch 
{
	Radius 1
	Height 57
	Mass 9999
	ProjectilePassHeight -16
	+SOLID     +NOBLOOD
	+SHOOTABLE
	+USESPECIAL
	States
	{
	Spawn:
		TGRN AABBCCDD 2 A_SpawnItem("GreenLG", 0, 56, 0) 
		Loop
	}
}

ACTOR nRedTorch : RedTorch Replaces RedTorch 
{
	Radius 1
	Height 57
	Mass 9999
	ProjectilePassHeight -16
	+SOLID     +NOBLOOD
	+SHOOTABLE
	+USESPECIAL
	States
	{
	Spawn:
		TRED AABBCCDD 2 A_SpawnItem("RedLG", 0, 56, 0) 
		Loop
	}
}

ACTOR nShortBlueTorch : ShortBlueTorch Replaces ShortBlueTorch 
{
	Radius 1
	Height 35
	Mass 9999
	ProjectilePassHeight -16
	+SOLID     +NOBLOOD
	+SHOOTABLE
	+USESPECIAL
	States
	{
	Spawn:
		SMBT AABBCCDD 2 A_SpawnItem("BlueLG", 0, 35, 0) 
		Loop
	}
}

ACTOR nShortGreenTorch : ShortGreenTorch Replaces ShortGreenTorch 
{
	Radius 1
	Height 35
	Mass 9999
	ProjectilePassHeight -16
	+SOLID     +NOBLOOD
	+SHOOTABLE
	+USESPECIAL
	States
	{
	Spawn:
		SMGT AABBCCDD 2 A_SpawnItem("GreenLG", 0, 35, 0) 
		Loop
	}
}

ACTOR nShortRedTorch : ShortRedTorch Replaces ShortRedTorch 
{
	Radius 1
	Height 35
	Mass 9999
	ProjectilePassHeight -16
	+SOLID     +NOBLOOD
	+SHOOTABLE
	+USESPECIAL
	States
	{
	Spawn:
		SMRT AABBCCDD 2 A_SpawnItem("RedLG", 0, 35, 0) 
		Loop
	}
}

ACTOR nStalagtite : Stalagtite Replaces Stalagtite 
{
	Game Doom
	Radius 3
	Height 30
	Mass 9999
	ProjectilePassHeight -16
	+SOLID     +NOBLOOD
	+SHOOTABLE
	+USESPECIAL
	States
	{
	Spawn:
		SMIT A -1
		Stop
	}
}

ACTOR nTechPillar : TechPillar Replaces TechPillar 
{
	Game Doom
	Radius 12
	Height 123
	Mass 9999
	ProjectilePassHeight -16
	+SOLID     +NOBLOOD 
    +SHOOTABLE
	+USESPECIAL
	States
	{
	Spawn:
		ELEC A -1
		Stop
	}
}

ACTOR nCandlestick : Candlestick Replaces Candlestick 
{
	Game Doom
	Radius 2
	Height 4
	Mass 9999
	+SOLID     +NOBLOOD
    +SHOOTABLE
	+USESPECIAL
	ProjectilePassHeight -16
	States
	{
	Spawn:
		CAND A 1 BRIGHT A_SpawnItem("TracerImpactLight", 0, 2, 0) 
		Loop
	}
}

ACTOR nCandelabra : Candelabra Replaces Candelabra 
{
	Game Doom
	Radius 2
	Height 57
	Mass 9999
	ProjectilePassHeight -16
	+SOLID     +NOBLOOD
    +SHOOTABLE
	+USESPECIAL
	States
	{
	Spawn:
		CBRA A 1 A_SpawnItem("YellowLG", 0, 57, 0) 
		Loop
	}
}

ACTOR nHeadOnAStick : HeadOnAStick Replaces HeadOnAStick 
{
	Game Doom
	Radius 2
	Height 53
	Mass 9999
	ProjectilePassHeight -16
	+SOLID     +NOBLOOD
	+SHOOTABLE
	+USESPECIAL
	States
	{
	Spawn:
		POL4 A -1
		Stop
	}
}

ACTOR nHeadsOnAStick : HeadsOnAStick Replaces HeadsOnAStick 
{
	Game Doom
	Radius 3
	Height 58
	Mass 9999
	ProjectilePassHeight -16
	+SOLID     +NOBLOOD
	+SHOOTABLE
	+USESPECIAL
	States
	{
	Spawn:
		POL2 A -1
		Stop
	}
}

ACTOR nHeadCandles : HeadCandles Replaces HeadCandles 
{
	Game Doom
	Radius 8
	Height 41
	Mass 9999
	ProjectilePassHeight -16
	+SOLID     +NOBLOOD
	+SHOOTABLE
	+USESPECIAL
	States
	{
	Spawn:
		POL3 AAABBB 2
		Loop
	}
}

ACTOR nBigTree : BigTree Replaces BigTree 
{
	Game Doom
	Radius 15
	Height 65
	Mass 9999
	ProjectilePassHeight -16
	+SOLID     +NOBLOOD
	+SHOOTABLE
	+USESPECIAL
	States
	{
	Spawn:
		TRE2 A -1
		Stop
	}
}